Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 10 de 10
Filtrar
Mais filtros

País/Região como assunto
Tipo de documento
Intervalo de ano de publicação
1.
Sci Rep ; 14(1): 9030, 2024 04 19.
Artigo em Inglês | MEDLINE | ID: mdl-38641659

RESUMO

This study compared the effects of blood flow restriction (BFR) on intensity and perceived enjoyment during an exergame. Fourteen healthy young participants engaged in a boxing exergame for 20 min, with or without BFR, across two sessions. Perceived enjoyment levels were assessed using the Physical Activity Enjoyment Scale. Heart rate was monitored, and energy expenditure (EE) during exercise was calculated. A mixed model analysis of variance with repeated measures was used to evaluate differences in EE and enjoyment between exergame conditions (with and without BFR) as well as the interaction effects of these protocols with gender. Although not statistically significant, perceived enjoyment decreased with BFR inclusion for both genders. No significant differences were observed between men and women for both protocols. Regarding EE, there was no significant difference between the two groups (with and without BFR). However, a significant main effect of gender was found, with men exhibiting higher EE values in both protocols compared to women. In conclusion, exergames incorporating BFR impact perceptual responses, particularly perceived enjoyment. Furthermore, significant gender differences in EE were found, with men displaying higher values.


Assuntos
Jogos Eletrônicos de Movimento , Prazer , Humanos , Feminino , Masculino , Hemodinâmica , Exercício Físico/fisiologia , Metabolismo Energético/fisiologia
2.
Games Health J ; 13(1): 25-32, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-37768848

RESUMO

Objective: In recent years, an increasing number of gamification tools have been developed for older adults; however, few studies have explored the acceptability of these tools after initial use and sustained use in older adults. In the current study, we focus on "FISHERMAN," an executive function training game containing a cognitive game and an exergame, with the aim of investigating and comparing the acceptability of both versions of "FISHERMAN" after initial use and 3 months of sustained use in older adults. Materials and Methods: Seventy-six older adults were randomly assigned to the cognitive game training group or the exergame training group. Participants completed two 1-hour sessions per week for 12 weeks. Acceptability was evaluated through a validated, 7-point, self-rating, Interactive Technology Art Installation Technology Acceptance Model Questionnaire after the first and last training sessions, with higher ratings representing higher acceptability. The questionnaire included 22 items and 9 acceptability dimensions: usage behavior, intention to use, perceived usefulness, perceived ease of use, perceived playfulness, subjective norm, image, output quality, and result demonstrability. Descriptive statistics were conducted to evaluate acceptability after initial and sustained use. Two-way (time: initial use and sustained use; group: cognitive game group and exergame group) repeated ANOVAs were conducted to investigate the differences in acceptability. Post hoc, within-group, paired-sample t test analyses were performed to evaluate changes in game acceptability for each group over time. Results: After initial use and 3 months of sustained use, the average scores for overall acceptability and individual dimensions exceeded 5.5 of 7 points in both groups. The two groups presented different changes from initial use to sustained use. The overall acceptability, usage behavior, perceived usefulness, and perceived ease of use were significantly improved after training within the cognitive game group, while perceived playfulness was significantly reduced within the exergame group. Conclusions: The current study provided preliminary evidence that older adults had high acceptability for both the cognitive game and exergame versions of "FISHERMAN." After sustained use, acceptability of the cognitive game increased and acceptability of the exergame decreased, highlighting the importance of assessing game acceptability after initial and sustained use.


Assuntos
Função Executiva , Jogos de Vídeo , Humanos , Idoso , Jogos de Vídeo/psicologia , Inquéritos e Questionários , Jogos Eletrônicos de Movimento
3.
BMC Psychiatry ; 23(1): 752, 2023 10 16.
Artigo em Inglês | MEDLINE | ID: mdl-37845683

RESUMO

BACKGROUND: People with severe and enduring mental illness experience health inequalities with premature mortality; lifestyle behaviours are known to be contributing factors with low levels of physical activity reported. Facilitating physical activity to help maintain or improve health for those who are disadvantaged is essential. Exergaming (gaming involving physical movement) is increasingly used to improve physical activity across the lifespan and for those with a range clinical conditions; this might offer a way to increase physical activity for those with severe mental illness. The aim of this study was to explore engagement of mental health service users with exergaming to increase physical activity in a community mental health care setting. METHODS: An ethnographic observational feasibility study was undertaken through participant observation and semi-structured interviews. A gaming console was made available for 2 days per week for 12 months in a community mental health setting. A reflexive thematic analysis was performed on the data. RESULTS: Twenty one mental health service users engaged with the intervention, with two thirds exergaming more than once. One participant completed the semi-structured interview. Key themes identified from the observational field notes were: support (peer and staff support); opportunity and accessibility; self-monitoring; and perceived benefits. Related themes that emerged from interview data were: benefits; motivators; barriers; and delivery of the intervention. Integrating these findings, we highlight social support; fun, enjoyment and confidence building; motivation and self-monitoring; and, accessibility and delivery in community mental health care context are key domains of interest for mental health care providers. CONCLUSIONS: We provide evidence that exergaming engages people with SMI with physical activity. The value, acceptability and feasibility of open access exergaming in a community mental health service context is supported. Facilitating exergaming has the potential to increase physical activity for mental health service users leading to possible additional health benefits.


Assuntos
Serviços Comunitários de Saúde Mental , Jogos de Vídeo , Humanos , Jogos Eletrônicos de Movimento , Estudos de Viabilidade , Saúde Mental
4.
Games Health J ; 12(3): 242-248, 2023 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-36473172

RESUMO

Objectives: Exergaming is promising for patients with heart failure who are less inclined to start or maintain exercise programs involving traditional modes of physical activity. Although no effect on exercise capacity was found for an off-the-shelf exergame, it is important to gain insights into aspects related to costs to develop such interventions further. Materials and Methods: In a randomized controlled trial, the Heart Failure Wii study (HF-Wii study), the intervention group (exergame group) received an introduction to the exergame, the exergame was installed at home and help was offered when needed for 3 months. Patients received telephone follow-ups at 2, 4, 8, and 12 weeks after the installation. The control group (motivational support group) received activity advice and telephone follow-ups at 2, 4, 8, and 12 weeks. We collected data on hospital use and costs, costs of the exergame intervention, patient time-related costs, and willingness to pay. Results: No significant differences were found between the exergame group (n = 300) versus the motivational support group (n = 305) in hospital use or costs (1-year number of hospitalizations: P = 0.60, costs: P = 0.73). The cost of the intervention was 190 Euros, and the patient time-related costs were 98 Euros. Of the total estimated costs for the intervention, 287 Euros, patients were willing to pay, on average, 58%. Conclusion: This study shows that the costs of an intervention using an off-the-shelve exergame are relatively low and that the patients were willing to pay for more than half of the intervention costs. The trial is registered in ClinicalTrials.gov (NCT01785121).


Assuntos
Insuficiência Cardíaca , Jogos de Vídeo , Humanos , Jogos Eletrônicos de Movimento , Terapia por Exercício , Exercício Físico , Insuficiência Cardíaca/terapia
5.
Psicol. ciênc. prof ; 43: e255290, 2023. graf
Artigo em Português | LILACS, Index Psicologia - Periódicos | ID: biblio-1529217

RESUMO

Os jogos digitais são considerados um ambiente de privilégio masculino que exalta o padrão heteronormativo de masculinidade. A partir da Teoria das Representações Sociais, buscamos identificar as diferentes formas de expressão e ancoragens da homofobia a partir de princípios organizadores, nos discursos dos fãs do jogo League of Legends (LoL) na rede social Facebook. Foram selecionados 470 comentários publicados em 2017, os quais foram analisados com apoio do Iramuteq (software de análise lexicométrica) por meio de uma classificação hierárquica descendente, resultando em quatro classes: "Debate sobre a sexualidade dos campeões" (14,9%), "Representatividade no LoL" (29,8%), "Confronto entre as histórias de Varus" (39%), e "Estratégia empresarial" (16,2%). Os resultados evidenciam a existência de um conflito intergrupal, mediado pelo processo de ameaça simbólica: enquanto alguns comentários, realizados majoritariamente por homens heterossexuais, se utilizam do preconceito sutil para perpetuar a manutenção da heteronormatividade, outros comentários reforçam a importância da representação da diversidade nos jogos digitais.(AU)


Digital games are considered an environment of male privilege that promotes heteronormative standard of masculinity. Based on the Theory of Social Representations, we seek to identify, based on organizing principles, the forms of expression and anchorages processes related to homophobia within the speeches of the fans of the game League of Legends (LoL), on Facebook. A total of 470 comments published in 2017 were selected to be then analyzed with support from IRAMUTEQ software (lexicometric analysis software), which resulted in four classes: "Debate on the sexuality of champions" (14.9%), "Representativeness in LoL" (29.8%), "Confrontation between the stories of Varus" (39%), and "Business strategy" (16.2%). The results show intergroup conflict that is mediated by the process of symbolic threat: some comments, which are mostly from heterosexual men, carry aspects of covert prejudice to perpetuate the maintenance of heteronormative standards, whereas other comments reinforce the importance of representing diversity in digital games.(AU)


Los juegos digitales son un entorno de privilegio masculino que enaltece el estándar heteronormativo de la masculinidad. Con base en la Teoría de las Representaciones Sociales, buscamos identificar las formas de expresión y anclaje de la homofobia a partir de principios organizativos en los discursos de aficionados del juego League of Legends (LoL) en la red social Facebook. Se seleccionaron 470 comentarios publicados en 2017, que pasaron por el análisis en IRAMUTEQ (software de análisis lexicométrico) mediante una clasificación jerárquica descendiente la cual dio como resultado cuatro clases: "Debate sobre la sexualidad de campeones" (14,9%), "Representatividad en LoL" (29,8%), "Confrontación entre las historias de Varus" (39%) y "Estrategia comercial" (16,2%). Los resultados muestran un conflicto intergrupal, mediado por la amenaza simbólica; mientras que algunos comentarios, hechos en su mayoría por hombres heterosexuales, utilizan prejuicios sutiles para perpetuar el mantenimiento de la heteronormatividad, otros comentarios refuerzan la importancia de representar la diversidad en los juegos digitales.(AU)


Assuntos
Humanos , Masculino , Jogos de Vídeo , Ameaças , Normas de Gênero , Jogos Eletrônicos de Movimento , Personalidade , Aptidão , Psicologia , Psicologia Social , Rejeição em Psicologia , Religião , Autoimagem , Comportamento Social , Problemas Sociais , Fatores Socioeconômicos , Sociologia , Estereotipagem , Tabu , Violência , Mulheres , Comportamento , Brasil , Bissexualidade , Família , Comportamento Ritualístico , Meios de Comunicação , Homossexualidade Masculina , Homossexualidade Feminina , Privacidade , Internet , Crime , Cultura , Impacto Psicossocial , Relativismo Ético , Marketing , Ego , Literatura Erótica , Estudos Populacionais em Saúde Pública , Ética , Estudos de Avaliação como Assunto , Estigma Social , Mídias Sociais , Racismo , Sexismo , Discriminação Social , Pessoas Transgênero , Fatores de Proteção , Assédio não Sexual , Privilégio Social , Monossexualidade , Pessoas Cisgênero , Transfobia , Androcentrismo , Estereotipagem de Gênero , Performatividade de Gênero , Cyberbullying , Respeito , Identidade de Gênero , Preconceito de Peso , Uso da Internet , Equidade de Gênero , Papel de Gênero , Representação Social , Status Social , Pertencimento , Diversidade, Equidade, Inclusão , Hostilidade , Amor , Moral
6.
Sensors (Basel) ; 22(21)2022 Oct 25.
Artigo em Inglês | MEDLINE | ID: mdl-36365870

RESUMO

Motor impairments are among the most relevant, evident, and disabling symptoms of Parkinson's disease that adversely affect quality of life, resulting in limited autonomy, independence, and safety. Recent studies have demonstrated the benefits of physiotherapy and rehabilitation programs specifically targeted to the needs of Parkinsonian patients in supporting drug treatments and improving motor control and coordination. However, due to the expected increase in patients in the coming years, traditional rehabilitation pathways in healthcare facilities could become unsustainable. Consequently, new strategies are needed, in which technologies play a key role in enabling more frequent, comprehensive, and out-of-hospital follow-up. The paper proposes a vision-based solution using the new Azure Kinect DK sensor to implement an integrated approach for remote assessment, monitoring, and rehabilitation of Parkinsonian patients, exploiting non-invasive 3D tracking of body movements to objectively and automatically characterize both standard evaluative motor tasks and virtual exergames. An experimental test involving 20 parkinsonian subjects and 15 healthy controls was organized. Preliminary results show the system's ability to quantify specific and statistically significant (p < 0.05) features of motor performance, easily monitor changes as the disease progresses over time, and at the same time permit the use of exergames in virtual reality both for training and as a support for motor condition assessment (for example, detecting an average reduction in arm swing asymmetry of about 14% after arm training). The main innovation relies precisely on the integration of evaluative and rehabilitative aspects, which could be used as a closed loop to design new protocols for remote management of patients tailored to their actual conditions.


Assuntos
Doença de Parkinson , Realidade Virtual , Humanos , Doença de Parkinson/diagnóstico , Jogos Eletrônicos de Movimento , Qualidade de Vida , Movimento
7.
Sensors (Basel) ; 22(9)2022 Apr 21.
Artigo em Inglês | MEDLINE | ID: mdl-35590871

RESUMO

Augmented reality (AR) and Internet of Things (IoT) are among the core technological elements of modern information systems and applications in which advanced features for user interactivity and monitoring are required. These technologies are continuously improving and are available nowadays in all popular programming environments and platforms, allowing for their wide adoption in many different business and research applications. In the fields of healthcare and assisted living, AR is extensively applied in the development of exergames, facilitating the implementation of innovative gamification techniques, while IoT can effectively support the users' health monitoring aspects. In this work, we present a prototype platform for exergames that combines AR and IoT on commodity mobile devices for the development of serious games in the healthcare domain. The main objective of the solution was to promote the utilization of gamification techniques to boost the users' physical activities and to assist the regular assessment of their health and cognitive statuses through challenges and quests in the virtual and real world. With the integration of sensors and wearable devices by design, the platform has the capability of real-time monitoring the users' biosignals and activities during the game, collecting data for each session, which can be analyzed afterwards by healthcare professionals. The solution was validated in real world scenarios and the results were analyzed in order to further improve the performance and usability of the prototype.


Assuntos
Realidade Aumentada , Internet das Coisas , Dispositivos Eletrônicos Vestíveis , Atenção à Saúde , Jogos Eletrônicos de Movimento
8.
Annu Int Conf IEEE Eng Med Biol Soc ; 2021: 5747-5751, 2021 11.
Artigo em Inglês | MEDLINE | ID: mdl-34892425

RESUMO

Cerebellar ataxias are a large family of movement disorders that generally follow a stroke. The clinical picture is very complicated and normal activities become difficult for ataxic patients. For instance, dynamic ataxia involves both walk and upper-limbs movement, thus affecting the possibility to fulfill daily life tasks. Rehabilitation treatments and strategies for cerebellar ataxia are nowadays controversial, since different opinions on the several approaches are spread among the clinical community. The purpose of the present work is not to shed some light on such disagreements. Indeed, here a solution for delivering rehabilitation activities in the form of videogame is presented. Data related to patient's performance are collected and analyzed in order to provide the clinical staff with objective indicators that properly describe the activity. Such information can also be used to discuss the effectiveness and the incidence of some strategy adopted for fulfilling some task. The experimental phase is conducted on two case-studies with regards to the upper-limb rehabilitation. The adoption of the strategy of weighting the limb when performing the movement is discussed. The indicators computed in both sessions with and without strategy are compared, also referring to the practice of some healthy subjects. The present work introduces the preliminary phase of a wider study and foretells its future development conducted on a larger population.


Assuntos
Ataxia Cerebelar , Reabilitação do Acidente Vascular Cerebral , Jogos Eletrônicos de Movimento , Humanos , Movimento , Extremidade Superior
9.
Pensar mov ; 19(1)jun. 2021.
Artigo em Espanhol | LILACS, SaludCR | ID: biblio-1386755

RESUMO

Resumen Rojas-Valverde, D., Fallas-Campos, A., y Alpízar-Alpízar, M. (2020). Esports en tiempos de una pandemia global: oportunidades y futuros desafíos al transformar el juego en un deporte en Costa Rica. PENSAR EN MOVIMIENTO: Revista de Ciencias del Ejercicio y la Salud, 18(2), 1- 11. En respuesta a la pandemia relacionada con COVID-19, el mundo ha sufrido una serie de cambios drásticos. Debido a ellos, se han anunciado aplazamientos y cancelaciones de múltiples grandes eventos anuales en los deportes, las cuales dan paso a nuevas alternativas digitales que responden a las disposiciones de aislamiento del gobierno. Los eSports se muestran como una alternativa en rápida evolución para mantener el espíritu deportivo y la pasión que los deportes provocan en la población en general. En Costa Rica, este deporte ha comenzado su crecimiento, tal como sucedió en todo el mundo, y se ha acelerado con una alta tasa de evolución. En este sentido, el país enfrenta grandes desafíos para su promoción, incluyendo la de futuros eventos, el desarrollo de profesionales y la creación de una estructura organizacional para su práctica óptima. Este manuscrito busca analizar cómo la pandemia global expone la necesidad de poner atención a las alternativas deportivas digitales como el eSport y los desafíos futuros que enfrenta Costa Rica al tratar de desarrollarlo de manera efectiva y eficiente.


Abstract Rojas-Valverde, D., Fallas-Campos, A., & Alpízar-Alpízar, M. (2020). Esports in times of a global pandemic: opportunities and future challenges when transforming gaming into a sport in Costa Rica. PENSAR EN MOVIMIENTO: Revista de Ciencias del Ejercicio y la Salud, 18(2), 1-11. In response to the COVID-19 global pandemic, the world has undergone a series of drastic changes. Due to this, postponement and cancellation of multiple annual big sports events have been announced, giving way to new digital alternatives that follow government isolation provisions. eSports has shown to be a rapidly evolving alternative to maintain the sportsmanship and passion that sports bring to the general population. In Costa Rica, like everywhere else, this sport has seen accelerated growth with a high rate of evolution. In this regard, the country faces significant challenges to promote future eSports events, professional development, and the creation of an organizational structure for its optimal practice. This paper aims to analyze how the global pandemic exposes the need to direct the attention to digital sports alternatives such as eSport and the future challenges that Costa Rica will face to develop it in an effective and efficient way.


Resumo Rojas-Valverde, D., Fallas-Campos, A., e Alpízar-Alpízar, M. (2020). Os esportes eletrônicos em tempos de uma pandemia global: oportunidades e futuros desafios ao transformar o jogo em um esporte na Costa Rica. PENSAR EN MOVIMIENTO: Revista de Ciencias del Ejercicio y la Salud, 18(2), 1-11. Como resposta à pandemia relacionada com a COVID-19, o mundo sofreu uma série de mudanças drásticas. Devido a isso, foram anunciados adiamentos e cancelamentos de múltiplos eventos esportivos de grande porte levados a cabo anualmente, abrindo espaço para novas alternativas digitais que respondem às disposições governamentais no que diz respeito ao isolamento. Os Esportes Eletrônicos ou eSports demonstram ser uma alternativa em rápida evolução para manter o espírito esportivo e a paixão que os esportes provocam na população em geral. Na Costa Rica, esse esporte começou a crescer, assim como aconteceu em todo o mundo, e acelerou com uma alta taxa de evolução. Neste sentido, o país enfrenta grandes desafios para sua promoção, incluindo a de futuros eventos, o desenvolvimento de profissionais e a criação de uma estrutura organizacional para que a prática seja adequada. Este manuscrito busca analisar como a pandemia global expõe a necessidade de estar alerta às alternativas esportivas digitais como o eSport e aos desafios futuros enfrentados pela Costa Rica para desenvolvê-las efetiva e eficientemente.


Assuntos
Esportes , COVID-19 , Jogos Eletrônicos de Movimento , Desenvolvimento Tecnológico , Realidade Virtual
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA